SanAndreasUnity/Assets/Scripts/Networking/NetworkedVehicleDetachedPart.cs
2020-07-05 22:33:34 +02:00

155 lines
5.6 KiB
C#

using System.Collections.Generic;
using System.Linq;
using Mirror;
using SanAndreasUnity.Behaviours;
using SanAndreasUnity.Behaviours.Vehicles;
using SanAndreasUnity.Importing.Items;
using SanAndreasUnity.Importing.Items.Definitions;
using SanAndreasUnity.Importing.Vehicles;
using SanAndreasUnity.Utilities;
using UnityEngine;
namespace SanAndreasUnity.Net
{
public class NetworkedVehicleDetachedPart : NetworkBehaviour
{
public NetworkRigidBody NetworkRigidBody { get; private set; }
[SyncVar] uint m_net_vehicleNetId;
[SyncVar] int m_net_vehicleModelId;
[SyncVar] string m_net_vehicleColors;
[SyncVar] string m_net_frameName;
[SyncVar] float m_net_mass;
class VehicleInfo
{
public int numReferences;
public FrameContainer frames;
}
static readonly Dictionary<uint, VehicleInfo> s_dummyObjectsPerVehicle = new Dictionary<uint, VehicleInfo>();
bool m_isReferencingFrame = false;
void Awake()
{
this.NetworkRigidBody = this.GetComponentOrThrow<NetworkRigidBody>();
}
void OnDisable()
{
if (m_isReferencingFrame)
{
m_isReferencingFrame = false;
if (s_dummyObjectsPerVehicle.TryGetValue(m_net_vehicleNetId, out VehicleInfo vehicleInfo))
{
vehicleInfo.numReferences--;
if (vehicleInfo.numReferences <= 0)
{
// TODO: check if it is null
Object.Destroy(vehicleInfo.frames.gameObject);
s_dummyObjectsPerVehicle.Remove(m_net_vehicleNetId);
}
}
}
}
public void InitializeOnServer(uint vehicleNetId, int vehicleModelId, int[] vehicleColors, string frameName, float mass, Rigidbody rigidbody)
{
NetStatus.ThrowIfNotOnServer();
m_net_vehicleNetId = vehicleNetId;
m_net_vehicleModelId = vehicleModelId;
m_net_vehicleColors = VehicleController.SerializeColors(vehicleColors);
m_net_frameName = frameName;
m_net_mass = mass;
this.NetworkRigidBody.Rigidbody = rigidbody;
this.NetworkRigidBody.UpdateServer();
}
public override void OnStartClient()
{
if (NetStatus.IsServer)
return;
F.RunExceptionSafe(() => this.OnStartClientInternal());
}
void OnStartClientInternal()
{
GameObject vehicleGo = NetManager.GetNetworkObjectById(m_net_vehicleNetId);
if (null == vehicleGo)
{
// this should only happen when vehicle has been destroyed before client connected, but it's detached parts are still alive
// load vehicle's model, and attach it's frames to dummy object, and detach a frame from that dummy object
VehicleDef def = Item.GetDefinitionOrThrow<VehicleDef>(m_net_vehicleModelId);
int[] colors = VehicleController.DeserializeColors(m_net_vehicleColors);
var geometryParts = Vehicle.LoadGeometryParts(def);
VehicleInfo vehicleInfo;
if (s_dummyObjectsPerVehicle.TryGetValue(m_net_vehicleNetId, out vehicleInfo))
{
// we already created dummy object for this vehicle
vehicleInfo.numReferences++;
}
else
{
// need to create dummy object for this vehicle, and attach all vehicle's frames to it
Transform transformDummy = new GameObject($"{def.GameName}_detached_part_{m_net_frameName}").transform;
vehicleInfo = new VehicleInfo();
vehicleInfo.frames = geometryParts.AttachFrames(transformDummy, Importing.Conversion.MaterialFlags.Vehicle);
SetColors(vehicleInfo.frames, colors);
vehicleInfo.numReferences = 1;
s_dummyObjectsPerVehicle.Add(m_net_vehicleNetId, vehicleInfo);
}
m_isReferencingFrame = true;
Frame frame = vehicleInfo.frames.FirstOrDefault(f => f.gameObject.name == m_net_frameName);
if (null == frame)
throw new System.Exception($"Failed to find frame by name {m_net_frameName}");
// detach frame from dummy object
Vehicle.DetachFrameFromTransformDuringExplosion(vehicleInfo.frames.transform, frame, m_net_mass, this.gameObject, m_net_vehicleNetId, m_net_vehicleModelId, colors);
}
else
{
Vehicle vehicle = vehicleGo.GetComponentOrThrow<Vehicle>();
vehicle.DetachFrameDuringExplosion(m_net_frameName, m_net_mass, this.gameObject);
}
this.NetworkRigidBody.Rigidbody = this.GetComponentInChildren<Rigidbody>();
this.NetworkRigidBody.UpdateClient();
}
public static void SetColors(FrameContainer frames, int[] colors)
{
var props = new MaterialPropertyBlock();
var indices = CarColors.FromIndices(colors);
int[] vehicleColorIds = Vehicle.CarColorIds;
for (int i = 0; i < vehicleColorIds.Length; ++i)
props.SetColor(vehicleColorIds[i], indices[i]);
foreach (var mr in frames.Select(f => f.GetComponent<MeshRenderer>()).Where(mr => mr != null))
{
mr.SetPropertyBlock(props);
}
}
}
}